Gamification in the University Context: Bibliometric Review in Scopus (2012-2022)

Jesús Manuel Guerrero-Alcedo, Lorena C. Espina-Romero, Ángel Alberto Nava-Chirinos

Producción científica: Contribución a una revistaArtículo de revisiónrevisión exhaustiva

10 Citas (Scopus)

Resumen

Gamification is a learning approach that transfers the power of games to the education context, with the purpose of improving the performance of students in the classroom. The present study aimed to analyze scientific activity related to gamification in the context of higher education by using a bibliometric and bibliographic approach and the Scopus database. A bibliometric study was applied with the help of VOSviewer and RStudio software, and the authors managed to identify 287 documents published between 2012 and 2022. The results were classified according to the most influential published documents, keyword co-occurrence network, trend topics, collaboration maps between countries and authors, scientific production by countries, and geographical scientific gaps. The findings show a large geographical scientific gap for the African continent, in particular. This research provides an overview of publications on the topic of gamification in the university environment.

Idioma originalInglés
Páginas (desde-hasta)309-325
Número de páginas17
PublicaciónInternational Journal of Learning, Teaching and Educational Research
Volumen21
N.º5
DOI
EstadoPublicada - may. 2022

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